Torment: Tides of Numenera delayed by stretch goals

Well, you did it. You threw so much money at inXile’s Torment: Tides of Numenera Kickstarter that the developer has had to delay the damn thing. I hope you’re happy – because I’m kind of stoked.

“We purposely designed Torment to be modular so that, if we had additional funding, we could easily expand upon the game in ways that would make sense. Your support has exceeded our expectations,” project lead Kevin Saunders said in a Kickstarter update.

“It is clear to us that to create as high quality a final product as we desire, and as you deserve, we’re going to want more time than we had in our original schedule.”

Saunders said inXile can’t predict how long development will take.

“We do know that we’ll need a few months past the December 2014 launch date we first proposed at $900,000,” he said.

“We’ll provide more details about our schedule after we have time to complete our planning following the Kickstarter. We thank you greatly for providing us enough resources to increase Torment’s scope and quality bar. It’s our plan to use funds to keep the team on the project longer, allowing us to design, iterate, and polish more, to make a game that truly lives up to the Torment name.”

The Torment Kickstarter has just a few days remaining, and may reach $4 million, having originally asked for just $900,000. Inxile has announced a number of new stretch goals to entice a few more dollars from you, including a longer story; crafting Numenera; a player stronghold, participation from Torment: Planescape designer Chris Avellone, and more.

Torment: Tides of Numenera is expected on Linux, Mac and PC sometime in early to mid 2015, I guess.